Hi there,
While the topology of the model and the texture quality does match, there are a couple of problems we want to address regarding the workflow that was used to prepare the model.
The textures provided by the designer do not match either of the two most widely used workflows used by PBR shaders today (neither Specular/glossiness nor Metallic/roughness). Rather, they are a combination of both, that at least in our experience, was finicky to get working properly.
Secondly, according to the description of the model is expected to work out-of-the-box in both Unity and Unreal, which is not quite true. Some textures need to be modified or are not present.
Unity's default specular shader would require the buyer to place the glossiness map inside the alpha channel of either the albedo or specular map.
As for using the model in Unreal engine - that wouldn't work out well, as the specular channel only controls the specularity for non-metals, thus requiring a metalness map and also a converting the glossiness map to a roughness map, which is fairly easy to do.
We want to be as transparent as possible when it comes to these issues - the main point of contention here was that the designer used a workflow that is not common and thus presents issues when using the model. Had we been able to find a quick fix for the problem, we would've provided it to the buyer and everyone would be happy.
In this case, due to the difficulty of the task at hand and the urgency of the request by the buyer we decided to go with a refund.
We want both you guys creating the models and the buyers to be satisfied and this requires understanding from both sides- we will have your back and solve any issues for buyers in most cases, but in turn both we and the buyers expect the models to be representative of the information you provide about them.
For more information, you can always contact CGTrader Support (support@cgtrader.com)
All the best,
Mantas